public void distributePot(WinStatus winner)
        {
            stage = GameStage.DISTRIBUTE_POT;


            Winner = winner;

            if (winner == WinStatus.PLAYER_HUMAN)
            {
                HumanPlayer.Money += Pot;
            }
            else if (winner == WinStatus.PLAYER_ROBO)
            {
                RoboPlayer.Money += Pot;
            }
            else
            {
                RoboPlayer.Money += 20;

                HumanPlayer.Money += 20;
            }

            if (GameListener != null)
            {
                GameListener.PostDsitributePot();
            }
        }
Exemplo n.º 2
0
 public void OnEnable()
 {
     currentWinStatus = WinStatus.None;
     cantCallAnymore  = false;
     player1ProgressBar.currentPercent = 50;
     player2ProgressBar.currentPercent = 50;
 }
Exemplo n.º 3
0
//	public void FinishAction() {
//		finishedActing = true;
//	}

    public void EndBattle(WinStatus winStatus)
    {
        turnQueue.Clear();
        WinStatus   = winStatus;
        BattleState = BattleState.End;
        BattlePhase = BattlePhase.Nil;
        TurnState   = TurnState.Nil;
//		finishedTurn = true;
//		battleOver = true;
    }
Exemplo n.º 4
0
 public static void WinAndLoseResponse(Game game)
 {
     foreach (Player player in game.players)
     {
         WinStatus winStatus = getGameResult(game, player);
         SocketHelper.WriteToPlayer(player, Encapsulation.Serialize(Encapsulation.FromValue(new GameEnd {
             PlayerWinStatus = winStatus
         }, MessageType.GameEnd)));
     }
 }
Exemplo n.º 5
0
        public static void NextRoundResponse(Game game)
        {
            Guid roundGuid = Guid.NewGuid();

            foreach (Player player in game.players)
            {
                WinStatus winStatus = getGameResult(game, player);
                SocketHelper.WriteToPlayer(player, Encapsulation.Serialize(Encapsulation.FromValue(new RoundInfo {
                    UniqueId = roundGuid, PlayerWinStatus = winStatus
                }, MessageType.NextRound)));
            }
        }
 /// <summary>
 /// Class constructor
 /// </summary>
 public TicTacToe(List <string> inputStr, string azPlayerSymbol, string huPlayerSymbol)
 {
     // Convert board as list to 2d array
     board = new string[3, 3];
     for (int i = 0; i < 3; i++)
     {
         for (int j = 0; j < 3; j++)
         {
             board[i, j] = inputStr[i * 3 + j];
         }
     }
     winStatus         = GetWinStatus(board);
     azurePlayerSymbol = azPlayerSymbol;
     humanPlayerSymbol = huPlayerSymbol;
 }
Exemplo n.º 7
0
//	private Dictionary <string, UnityEvent> eventDictionary;
//	private readonly UnityEvent endBattle = new UnityEvent();
//	private readonly UnityEvent defeatedEnemyEvent = new UnityEvent();

//	private readonly UnityEvent buffEvent = new UnityEvent();
//	private bool axisDown;
//	private Direction currentDirection;
//	private Button currentButton;
//	private GameObject testMenu;
//	private ActionMenu actionMenu;	// Get options from units Character component
    //private int currentOption = 0;

    private void OnEnable()
    {
        if (bm == null)
        {
            bm = this;
        }
        else if (bm != this)
        {
            Destroy(gameObject);
        }
        DontDestroyOnLoad(gameObject);
        BattleState  = BattleState.Nil;
        TurnState    = TurnState.Nil;
        BattlePhase  = BattlePhase.Nil;
        WinStatus    = WinStatus.Nil;
        battleCanvas = GameObject.FindGameObjectWithTag("BattleCanvas");
    }
Exemplo n.º 8
0
        [ProducesResponseType(typeof(int), StatusCodes.Status400BadRequest)] // Tells swagger that the response format will be an int for a BadRequest (400)
        public ActionResult <OutputPayload> ProcessComplexInput([FromBody] InputPayload inputPayload)
        {
            // Ensure valid player markers, valid board
            if (!(inputPayload.ValidPlayerMarkers()) ||
                (!(TicTacToe.BoardIsValid(inputPayload.gameBoard))))
            {
                return(BadRequest(400));
            }

            // Compute response
            TicTacToe ttt = new TicTacToe(inputPayload.gameBoard,
                                          inputPayload.azurePlayerSymbol, inputPayload.humanPlayerSymbol);
            WinStatus ws = ttt.winStatus;

            // If game isn't over, get the AI's next move
            int?nextMove;

            if (ws.winner.Equals(TicTacToe.GAME_NOT_DONE_STR))
            {
                int choice = ttt.MinimaxWithPruningMove();
                ttt[TicTacToe.IndexToTuple(choice)] = inputPayload.azurePlayerSymbol;
                nextMove = choice;

                // Recalculate win status
                ws = TicTacToe.GetWinStatus(ttt.board);
            }
            else
            {
                nextMove = null;
            }

            // Assemble response payload
            OutputPayload complexOutput = new OutputPayload()
            {
                move = nextMove,
                azurePlayerSymbol = inputPayload.azurePlayerSymbol,
                humanPlayerSymbol = inputPayload.humanPlayerSymbol,
                winner            = ws.winner,
                winPositions      = (ws.winPositions == null) ? null : ws.winPositions.ConvertAll(i => i.ToString()),
                gameBoard         = TicTacToe.BoardToList(ttt.board),
            };

            return(complexOutput);
        }
Exemplo n.º 9
0
        private static WinStatus GetRowWinStatus(
            TicTacToeCellValue cellValue,
            TicTacToeBoard board)
        {
            for (int y = 0; y < 3; y++)
            {
                var horizontalCells = board.GetHorizontalCells(y);

                if (horizontalCells[0].CellValue == cellValue &&
                    horizontalCells[1].CellValue == cellValue &&
                    horizontalCells[2].CellValue == cellValue)
                {
                    var message = $"Row win for {cellValue} on row {y + 1}";
                    return(WinStatus.CreateAsWin(message));
                }
            }

            return(WinStatus.CreateAsNoWin());
        }
Exemplo n.º 10
0
        private static WinStatus GetColumnWinStatus(
            TicTacToeCellValue cellValue,
            TicTacToeBoard board)
        {
            for (int x = 0; x < 3; x++)
            {
                var verticalCells = board.GetVerticalCells(x);

                if (verticalCells[0].CellValue == cellValue &&
                    verticalCells[1].CellValue == cellValue &&
                    verticalCells[2].CellValue == cellValue)
                {
                    var message = $"Column win for {cellValue} on column {x + 1}";
                    return(WinStatus.CreateAsWin(message));
                }
            }

            return(WinStatus.CreateAsNoWin());
        }
Exemplo n.º 11
0
        public static WinStatus GetWinStatus(
            TicTacToeBoard board)
        {
            var columnWinStatusX = GetColumnWinStatus(
                TicTacToeCellValue.X,
                board);

            if (columnWinStatusX.IsWon)
            {
                return(columnWinStatusX);
            }

            var columnWinStatusO = GetColumnWinStatus(
                TicTacToeCellValue.O,
                board);

            if (columnWinStatusO.IsWon)
            {
                return(columnWinStatusO);
            }

            var rowWinStatusX = GetRowWinStatus(
                TicTacToeCellValue.X,
                board);

            if (rowWinStatusX.IsWon)
            {
                return(rowWinStatusX);
            }

            var rowWinStatusO = GetRowWinStatus(
                TicTacToeCellValue.O, board);

            if (rowWinStatusO.IsWon)
            {
                return(rowWinStatusO);
            }

            return(WinStatus.CreateAsNoWin());
        }
Exemplo n.º 12
0
    public bool UpdateWinCondition()
    {
        switch (player1.pressCount.CompareTo(player2.pressCount))
        {
        case -1:
            currentWinStatus = WinStatus.Player2;
            break;

        case 0:
            currentWinStatus = WinStatus.Tie;
            return(false);

        case 1:
            currentWinStatus = WinStatus.Player1;
            break;

        default:
            currentWinStatus = WinStatus.None;
            return(false);
        }


        switch (tugOfWarWinCondition)
        {
        case TugOfWarWinCondition.Percentage:

            int count = player1.pressCount + player2.pressCount + startingPressCount;

            switch (currentWinStatus)
            {
            case WinStatus.Player1:

                if (player1.pressCount / (float)count >= percentage)
                {
                    return(true);
                }

                break;

            case WinStatus.Player2:

                if (player2.pressCount / (float)count >= percentage)
                {
                    return(true);
                }

                break;
            }
            return(false);

        case TugOfWarWinCondition.PressCount:

            if (player1.pressCount >= pressCount || player2.pressCount >= pressCount)
            {
                return(true);
            }
            return(false);

        default:
            return(false);
        }
    }